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Thomas de Groot <tho### [at] degrootorg> wrote:
> On 25-11-2015 4:28, Bald Eagle wrote:
> > "LanuHum" <Lan### [at] yandexru> wrote:
> >> http://www.f-lohmueller.de/pov_tut/animate/pov_anie.htm
> >> It everything, what Povray can?
> >> How to animate the character?
> >
> > Do you want to animate a skeleton?
> > I think that maybe a long time ago, Rune posted some of the results and methods
> > of his animation work,
> > and there were also a few other people working with Inverse Kinematics methods
> > to animate characters.
> > IIRC, Thomas DeGroot and his friend were working on a movie, and there was some
> > pretty sophisticated methods for animating the characters. I think that work
> > was described over on the TINA-CHeP forum.
> >
> > You can probably look for 3D scanned images of real skeletal bones online.
> > (If you run into any problems, I can see what I have saved as part of a
> > project.)
> >
> >
> Within POV-Ray, Inverse Kinematics would be the way to go. I have used
> that technique, not for animations, but to make wind-bend plants for
> instance. Moray was great for Inverse Kinematics use.
>
> You are referring to the discussion in the TinaCheP forum between DrNo
> and me. I don't know what technique DrNo is using for his film as he is
> his own developer. The discussion was mainly about the storyboard and
> some visual glitches so I am afraid not many technical details were
> revealed.
>
> --
> Thomas
I was interested in possibility of a render to keep geometry between frames. It
was my delusion. Only UberPov has some abilities.
The idea was: to create one file for a scene and, thus to kill parsing time.
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